1063 lines
18 KiB
C++
1063 lines
18 KiB
C++
#include "..\e2dobject.h"
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#include "..\e2devent.h"
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#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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e2d::Node::Node()
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: visible_(true)
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, parent_(nullptr)
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, parent_scene_(nullptr)
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, hash_name_(0)
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, clip_enabled_(false)
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, dirty_sort_(false)
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, dirty_transform_(false)
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, collider_(this)
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, border_(nullptr)
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, order_(0)
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, transform_()
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, display_opacity_(1.f)
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, real_opacity_(1.f)
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, children_()
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, actions_()
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, tasks_()
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, initial_matrix_(D2D1::Matrix3x2F::Identity())
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, final_matrix_(D2D1::Matrix3x2F::Identity())
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, border_color_(Color::Red, 0.6f)
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{
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}
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e2d::Node::~Node()
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{
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SafeRelease(border_);
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for (auto action : actions_)
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{
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SafeRelease(action);
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}
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for (auto task : tasks_)
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{
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SafeRelease(task);
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}
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for (auto child : children_)
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{
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SafeRelease(child);
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}
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}
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void e2d::Node::Visit()
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{
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if (!visible_)
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return;
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UpdateActions();
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UpdateTasks();
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auto updatable_node = dynamic_cast<Updatable*>(this);
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if (updatable_node)
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{
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updatable_node->Update();
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}
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UpdateTransform();
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auto render_target = Graphics::Get()->GetRenderTarget();
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if (clip_enabled_)
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{
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render_target->SetTransform(final_matrix_);
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render_target->PushAxisAlignedClip(
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D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
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);
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}
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if (children_.empty())
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{
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auto drawable_node = dynamic_cast<Drawable*>(this);
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if (drawable_node)
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{
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render_target->SetTransform(final_matrix_);
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drawable_node->Draw();
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}
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}
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else
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{
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// 子节点排序
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if (dirty_sort_)
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{
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std::sort(
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std::begin(children_),
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std::end(children_),
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[](Node * n1, Node * n2) { return n1->GetOrder() < n2->GetOrder(); }
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);
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dirty_sort_ = false;
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}
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size_t i;
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for (i = 0; i < children_.size(); ++i)
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{
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auto child = children_[i];
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// 访问 Order 小于零的节点
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if (child->GetOrder() < 0)
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{
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child->Visit();
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}
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else
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{
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break;
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}
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}
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auto drawable_node = dynamic_cast<Drawable*>(this);
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if (drawable_node)
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{
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render_target->SetTransform(final_matrix_);
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drawable_node->Draw();
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}
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// 访问剩余节点
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for (; i < children_.size(); ++i)
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children_[i]->Visit();
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}
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if (clip_enabled_)
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{
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render_target->PopAxisAlignedClip();
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}
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}
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void e2d::Node::DrawBorder()
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{
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if (visible_)
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{
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if (border_)
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{
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auto graphics = Graphics::Get();
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auto brush = graphics->GetSolidBrush();
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brush->SetColor(D2D1_COLOR_F(border_color_));
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graphics->GetRenderTarget()->DrawGeometry(
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border_,
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brush,
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1.5f
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);
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}
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for (const auto& child : children_)
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{
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child->DrawBorder();
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}
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}
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}
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void e2d::Node::DrawCollider()
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{
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if (visible_)
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{
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collider_.Draw();
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for (const auto& child : children_)
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{
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child->DrawCollider();
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}
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}
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}
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void e2d::Node::UpdateTransform()
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{
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if (!dirty_transform_)
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return;
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dirty_transform_ = false;
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final_matrix_ = static_cast<D2D1::Matrix3x2F>(transform_);
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// 根据自身支点计算 Initial 矩阵,子节点将根据这个矩阵进行变换
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auto pivot = Point(
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transform_.size.width * transform_.pivot_x,
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transform_.size.height * transform_.pivot_y
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);
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initial_matrix_ = final_matrix_ * D2D1::Matrix3x2F::Translation(pivot.x, pivot.y);
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if (parent_)
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{
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initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
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final_matrix_ = final_matrix_ * parent_->initial_matrix_;
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}
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else if (parent_scene_)
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{
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initial_matrix_ = initial_matrix_ * parent_scene_->GetTransform();
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final_matrix_ = final_matrix_ * parent_scene_->GetTransform();
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}
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// 重新构造轮廓
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SafeRelease(border_);
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ID2D1Factory * factory = Graphics::GetFactory();
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ID2D1RectangleGeometry * rectangle = nullptr;
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ID2D1TransformedGeometry * transformed = nullptr;
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ThrowIfFailed(
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factory->CreateRectangleGeometry(
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D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
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&rectangle
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)
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);
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ThrowIfFailed(
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factory->CreateTransformedGeometry(
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rectangle,
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final_matrix_,
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&transformed
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)
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);
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border_ = transformed;
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SafeRelease(rectangle);
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// 通知子节点进行转换
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for (const auto& child : children_)
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{
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child->dirty_transform_ = true;
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}
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// 更新碰撞体
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collider_.Recreate();
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if (collider_.IsEnabled() &&
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collider_.IsCollisionNotify() &&
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collider_.GetShape() != Collider::Shape::None)
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{
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CollisionManager::GetInstance()->UpdateCollider(&collider_);
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}
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}
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bool e2d::Node::Dispatch(const MouseEvent & e, bool handled)
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{
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if (visible_)
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{
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for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
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handled = (*riter)->Dispatch(e, handled);
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auto handler = dynamic_cast<MouseEventHandler*>(this);
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if (handler)
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handler->Handle(e);
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}
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return handled;
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}
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bool e2d::Node::Dispatch(const KeyEvent & e, bool handled)
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{
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if (visible_)
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{
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for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
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handled = (*riter)->Dispatch(e, handled);
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auto handler = dynamic_cast<KeyEventHandler*>(this);
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if (handler)
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handler->Handle(e);
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}
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return handled;
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}
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void e2d::Node::UpdateOpacity()
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{
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if (parent_)
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{
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display_opacity_ = real_opacity_ * parent_->display_opacity_;
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}
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for (const auto& child : children_)
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{
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child->UpdateOpacity();
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}
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}
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void e2d::Node::UpdateActions()
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{
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if (actions_.empty())
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return;
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std::vector<Action*> currActions;
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currActions.reserve(actions_.size());
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std::copy_if(
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actions_.begin(),
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actions_.end(),
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std::back_inserter(currActions),
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[](Action* action) { return action->IsRunning() && !action->IsDone(); }
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);
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// 遍历所有正在运行的动作
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for (const auto& action : currActions)
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action->Update();
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// 清除完成的动作
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for (auto iter = actions_.begin(); iter != actions_.end();)
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{
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if ((*iter)->IsDone())
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{
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(*iter)->Release();
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iter = actions_.erase(iter);
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}
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else
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{
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++iter;
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}
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}
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}
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bool e2d::Node::IsVisible() const
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{
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return visible_;
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}
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const e2d::String& e2d::Node::GetName() const
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{
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return name_;
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}
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size_t e2d::Node::GetHashName() const
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{
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return hash_name_;
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}
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float e2d::Node::GetPosX() const
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{
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return transform_.position.x;
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}
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float e2d::Node::GetPosY() const
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{
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return transform_.position.y;
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}
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const e2d::Point& e2d::Node::GetPos() const
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{
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return transform_.position;
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}
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float e2d::Node::GetWidth() const
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{
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return transform_.size.width * transform_.scale_x;
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}
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float e2d::Node::GetHeight() const
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{
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return transform_.size.height * transform_.scale_y;
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}
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float e2d::Node::GetRealWidth() const
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{
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return transform_.size.width;
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}
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float e2d::Node::GetRealHeight() const
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{
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return transform_.size.height;
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}
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const e2d::Size& e2d::Node::GetRealSize() const
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{
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return transform_.size;
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}
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float e2d::Node::GetPivotX() const
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{
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return transform_.pivot_x;
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}
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float e2d::Node::GetPivotY() const
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{
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return transform_.pivot_y;
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}
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e2d::Size e2d::Node::GetSize() const
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{
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return std::move(Size(GetWidth(), GetHeight()));
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}
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float e2d::Node::GetScaleX() const
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{
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return transform_.scale_x;
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}
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float e2d::Node::GetScaleY() const
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{
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return transform_.scale_y;
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}
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float e2d::Node::GetSkewX() const
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{
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return transform_.skew_x;
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}
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float e2d::Node::GetSkewY() const
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{
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return transform_.skew_y;
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}
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float e2d::Node::GetRotation() const
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{
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return transform_.rotation;
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}
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const e2d::Transform & e2d::Node::GetTransform() const
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{
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return transform_;
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}
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float e2d::Node::GetOpacity() const
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{
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return real_opacity_;
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}
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e2d::Collider* e2d::Node::GetCollider()
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{
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return &collider_;
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}
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int e2d::Node::GetOrder() const
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{
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return order_;
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}
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void e2d::Node::SetOrder(int order)
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{
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if (order_ == order)
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return;
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order_ = order;
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if (parent_)
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{
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parent_->dirty_sort_ = true;
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}
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}
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void e2d::Node::SetPositionX(float x)
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{
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this->SetPosition(x, transform_.position.y);
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}
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void e2d::Node::SetPositionY(float y)
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{
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this->SetPosition(transform_.position.x, y);
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}
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void e2d::Node::SetPosition(const Point & p)
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{
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this->SetPosition(p.x, p.y);
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}
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void e2d::Node::SetPosition(float x, float y)
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{
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if (transform_.position.x == x && transform_.position.y == y)
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return;
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transform_.position.x = x;
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transform_.position.y = y;
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dirty_transform_ = true;
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}
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void e2d::Node::MoveBy(float x, float y)
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{
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this->SetPosition(transform_.position.x + x, transform_.position.y + y);
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}
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void e2d::Node::MoveBy(const Point & v)
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{
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this->MoveBy(v.x, v.y);
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}
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void e2d::Node::SetScaleX(float scale_x)
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{
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this->SetScale(scale_x, transform_.scale_y);
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}
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void e2d::Node::SetScaleY(float scale_y)
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{
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this->SetScale(transform_.scale_x, scale_y);
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}
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void e2d::Node::SetScale(float scale)
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{
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this->SetScale(scale, scale);
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}
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void e2d::Node::SetScale(float scale_x, float scale_y)
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{
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if (transform_.scale_x == scale_x && transform_.scale_y == scale_y)
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return;
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transform_.scale_x = scale_x;
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transform_.scale_y = scale_y;
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dirty_transform_ = true;
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}
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void e2d::Node::SetSkewX(float skew_x)
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{
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this->SetSkew(skew_x, transform_.skew_y);
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}
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void e2d::Node::SetSkewY(float skew_y)
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{
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this->SetSkew(transform_.skew_x, skew_y);
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}
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void e2d::Node::SetSkew(float skew_x, float skew_y)
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{
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if (transform_.skew_x == skew_x && transform_.skew_y == skew_y)
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return;
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transform_.skew_x = skew_x;
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transform_.skew_y = skew_y;
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dirty_transform_ = true;
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}
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void e2d::Node::SetRotation(float angle)
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{
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if (transform_.rotation == angle)
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return;
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transform_.rotation = angle;
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dirty_transform_ = true;
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}
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void e2d::Node::SetOpacity(float opacity)
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{
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if (real_opacity_ == opacity)
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return;
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display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
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// 更新节点透明度
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UpdateOpacity();
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}
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void e2d::Node::SetPivotX(float pivot_x)
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{
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this->SetPivot(pivot_x, transform_.pivot_y);
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}
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void e2d::Node::SetPivotY(float pivot_y)
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{
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this->SetPivot(transform_.pivot_x, pivot_y);
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}
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void e2d::Node::SetPivot(float pivot_x, float pivot_y)
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{
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if (transform_.pivot_x == pivot_x && transform_.pivot_y == pivot_y)
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return;
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transform_.pivot_x = pivot_x;
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transform_.pivot_y = pivot_y;
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dirty_transform_ = true;
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}
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void e2d::Node::SetWidth(float width)
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{
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this->SetSize(width, transform_.size.height);
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}
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void e2d::Node::SetHeight(float height)
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{
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this->SetSize(transform_.size.width, height);
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}
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void e2d::Node::SetSize(float width, float height)
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{
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if (transform_.size.width == width && transform_.size.height == height)
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return;
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transform_.size.width = width;
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transform_.size.height = height;
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dirty_transform_ = true;
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}
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void e2d::Node::SetSize(const Size& size)
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{
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this->SetSize(size.width, size.height);
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}
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void e2d::Node::SetTransform(const Transform & transform)
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{
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transform_ = transform;
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dirty_transform_ = true;
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}
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void e2d::Node::SetClipEnabled(bool enabled)
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{
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clip_enabled_ = enabled;
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}
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void e2d::Node::SetBorderColor(const Color & color)
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{
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border_color_ = color;
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}
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void e2d::Node::AddChild(Node * child, int order)
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{
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WARN_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
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if (child)
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{
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if (child->parent_ != nullptr)
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{
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throw RuntimeException("节点已有父节点, 不能再添加到其他节点");
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}
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for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
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{
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if (child == parent)
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{
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throw RuntimeException("一个节点不能同时是另一个节点的父节点和子节点");
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}
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}
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child->Retain();
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children_.push_back(child);
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child->SetOrder(order);
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child->parent_ = this;
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|
if (this->parent_scene_)
|
|
{
|
|
child->SetParentScene(this->parent_scene_);
|
|
}
|
|
|
|
// 更新子节点透明度
|
|
child->UpdateOpacity();
|
|
// 更新节点转换
|
|
child->dirty_transform_ = true;
|
|
// 更新子节点排序
|
|
dirty_sort_ = true;
|
|
}
|
|
}
|
|
|
|
void e2d::Node::AddChild(const Nodes& nodes, int order)
|
|
{
|
|
for (const auto& node : nodes)
|
|
{
|
|
this->AddChild(node, order);
|
|
}
|
|
}
|
|
|
|
e2d::Node * e2d::Node::GetParent() const
|
|
{
|
|
return parent_;
|
|
}
|
|
|
|
e2d::Scene * e2d::Node::GetParentScene() const
|
|
{
|
|
return parent_scene_;
|
|
}
|
|
|
|
e2d::Node::Nodes e2d::Node::GetChildren(const String& name) const
|
|
{
|
|
Nodes children;
|
|
size_t hash = name.GetHash();
|
|
|
|
for (const auto& child : children_)
|
|
{
|
|
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
|
|
if (child->hash_name_ == hash && child->name_ == name)
|
|
{
|
|
children.push_back(child);
|
|
}
|
|
}
|
|
return std::move(children);
|
|
}
|
|
|
|
e2d::Node * e2d::Node::GetChild(const String& name) const
|
|
{
|
|
size_t hash = name.GetHash();
|
|
|
|
for (const auto& child : children_)
|
|
{
|
|
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
|
|
if (child->hash_name_ == hash && child->name_ == name)
|
|
{
|
|
return child;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
const std::vector<e2d::Node*>& e2d::Node::GetAllChildren() const
|
|
{
|
|
return children_;
|
|
}
|
|
|
|
int e2d::Node::GetChildrenCount() const
|
|
{
|
|
return static_cast<int>(children_.size());
|
|
}
|
|
|
|
void e2d::Node::RemoveFromParent()
|
|
{
|
|
if (parent_)
|
|
{
|
|
parent_->RemoveChild(this);
|
|
}
|
|
}
|
|
|
|
bool e2d::Node::RemoveChild(Node * child)
|
|
{
|
|
WARN_IF(child == nullptr, "Node::RemoveChildren NULL pointer exception.");
|
|
|
|
if (children_.empty())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (child)
|
|
{
|
|
auto iter = std::find(children_.begin(), children_.end(), child);
|
|
if (iter != children_.end())
|
|
{
|
|
children_.erase(iter);
|
|
child->parent_ = nullptr;
|
|
|
|
if (child->parent_scene_)
|
|
{
|
|
child->SetParentScene(nullptr);
|
|
}
|
|
|
|
child->Release();
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void e2d::Node::RemoveChildren(const String& child_name)
|
|
{
|
|
if (children_.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
size_t hash = child_name.GetHash();
|
|
for (auto iter = children_.begin(); iter != children_.end();)
|
|
{
|
|
if ((*iter)->hash_name_ == hash && (*iter)->name_ == child_name)
|
|
{
|
|
(*iter)->parent_ = nullptr;
|
|
if ((*iter)->parent_scene_)
|
|
{
|
|
(*iter)->SetParentScene(nullptr);
|
|
}
|
|
(*iter)->Release();
|
|
iter = children_.erase(iter);
|
|
}
|
|
else
|
|
{
|
|
++iter;
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::RemoveAllChildren()
|
|
{
|
|
// 所有节点的引用计数减一
|
|
for (const auto& child : children_)
|
|
{
|
|
child->Release();
|
|
}
|
|
// 清空储存节点的容器
|
|
children_.clear();
|
|
}
|
|
|
|
void e2d::Node::RunAction(Action * action)
|
|
{
|
|
WARN_IF(action == nullptr, "Action NULL pointer exception!");
|
|
|
|
if (action)
|
|
{
|
|
if (action->GetTarget() == nullptr)
|
|
{
|
|
auto iter = std::find(actions_.begin(), actions_.end(), action);
|
|
if (iter == actions_.end())
|
|
{
|
|
action->Retain();
|
|
action->StartWithTarget(this);
|
|
actions_.push_back(action);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw RuntimeException("该 Action 已有执行目标");
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::ResumeAction(const String& name)
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
if (action->GetName() == name)
|
|
{
|
|
action->Resume();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::PauseAction(const String& name)
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
if (action->GetName() == name)
|
|
{
|
|
action->Pause();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StopAction(const String& name)
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
if (action->GetName() == name)
|
|
{
|
|
action->Stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool e2d::Node::ContainsPoint(const Point& point)
|
|
{
|
|
if (transform_.size.width == 0.f || transform_.size.height == 0.f)
|
|
return false;
|
|
|
|
UpdateTransform();
|
|
|
|
BOOL ret = 0;
|
|
ThrowIfFailed(
|
|
border_->FillContainsPoint(
|
|
D2D1::Point2F(point.x, point.y),
|
|
D2D1::Matrix3x2F::Identity(),
|
|
&ret
|
|
)
|
|
);
|
|
return ret != 0;
|
|
}
|
|
|
|
bool e2d::Node::Intersects(Node * node)
|
|
{
|
|
if (transform_.size.width == 0.f || transform_.size.height == 0.f || node->transform_.size.width == 0.f || node->transform_.size.height == 0.f)
|
|
return false;
|
|
|
|
// 更新转换矩阵
|
|
UpdateTransform();
|
|
node->UpdateTransform();
|
|
|
|
// 获取相交状态
|
|
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
|
|
ThrowIfFailed(
|
|
border_->CompareWithGeometry(
|
|
node->border_,
|
|
D2D1::Matrix3x2F::Identity(),
|
|
&relation
|
|
)
|
|
);
|
|
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
|
|
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
|
|
}
|
|
|
|
void e2d::Node::ResumeAllActions()
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
action->Resume();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::PauseAllActions()
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
action->Pause();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StopAllActions()
|
|
{
|
|
if (actions_.empty())
|
|
return;
|
|
|
|
for (const auto& action : actions_)
|
|
{
|
|
action->Stop();
|
|
}
|
|
}
|
|
|
|
const e2d::Node::Actions & e2d::Node::GetAllActions() const
|
|
{
|
|
return actions_;
|
|
}
|
|
|
|
void e2d::Node::AddTask(Task * task)
|
|
{
|
|
if (task)
|
|
{
|
|
auto iter = std::find(tasks_.begin(), tasks_.end(), task);
|
|
if (iter == tasks_.end())
|
|
{
|
|
task->Retain();
|
|
task->last_time_ = Time::Now();
|
|
tasks_.push_back(task);
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StopTasks(const String& name)
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
if (task->GetName() == name)
|
|
{
|
|
task->Stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StartTasks(const String& name)
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
if (task->GetName() == name)
|
|
{
|
|
task->Start();
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::RemoveTasks(const String& name)
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
if (task->GetName() == name)
|
|
{
|
|
task->stopped_ = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StopAllTasks()
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
task->Stop();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::StartAllTasks()
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
task->Start();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::RemoveAllTasks()
|
|
{
|
|
for (const auto& task : tasks_)
|
|
{
|
|
task->stopped_ = true;
|
|
}
|
|
}
|
|
|
|
const e2d::Node::Tasks & e2d::Node::GetAllTasks() const
|
|
{
|
|
return tasks_;
|
|
}
|
|
|
|
void e2d::Node::UpdateTasks()
|
|
{
|
|
if (tasks_.empty())
|
|
return;
|
|
|
|
std::vector<Task*> currTasks;
|
|
currTasks.reserve(tasks_.size());
|
|
std::copy_if(
|
|
tasks_.begin(),
|
|
tasks_.end(),
|
|
std::back_inserter(currTasks),
|
|
[](Task* task) { return task->IsReady() && !task->stopped_; }
|
|
);
|
|
|
|
// 遍历就绪的任务
|
|
for (const auto& task : currTasks)
|
|
task->Update();
|
|
|
|
// 清除结束的任务
|
|
for (auto iter = tasks_.begin(); iter != tasks_.end();)
|
|
{
|
|
if ((*iter)->stopped_)
|
|
{
|
|
(*iter)->Release();
|
|
iter = tasks_.erase(iter);
|
|
}
|
|
else
|
|
{
|
|
++iter;
|
|
}
|
|
}
|
|
}
|
|
|
|
void e2d::Node::UpdateTime()
|
|
{
|
|
for (const auto& action : actions_)
|
|
{
|
|
action->ResetTime();
|
|
}
|
|
|
|
for (const auto& task : tasks_)
|
|
{
|
|
task->ResetTime();
|
|
}
|
|
|
|
for (const auto& child : children_)
|
|
{
|
|
child->UpdateTime();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::SetVisible(bool value)
|
|
{
|
|
visible_ = value;
|
|
}
|
|
|
|
void e2d::Node::SetName(const String& name)
|
|
{
|
|
WARN_IF(name.IsEmpty(), "Invalid Node name.");
|
|
|
|
if (!name.IsEmpty() && name_ != name)
|
|
{
|
|
// 保存节点名
|
|
name_ = name;
|
|
// 保存节点 Hash 名
|
|
hash_name_ = name.GetHash();
|
|
}
|
|
}
|
|
|
|
void e2d::Node::SetParentScene(Scene * scene)
|
|
{
|
|
parent_scene_ = scene;
|
|
for (const auto& child : children_)
|
|
{
|
|
child->SetParentScene(scene);
|
|
}
|
|
} |